#DOTS Addressables for baked prefabs and subscenes - when?

1 messages ยท Page 1 of 1 (latest)

neon smelt
#

Well everything in the title ๐Ÿ™‚ Before 1.0 we've used runtime conversion (we loading bundles with content, convert them and remap by our UniqueID system, now with baking pipeline and no runtime conversion (except if we write our own) there is no way to use addressables with baked prefabs\subscenes

idle socket
#

There are no plans for existing Unity Addressables to work with Entity Scenes and Entity Prefab assets. However, both of these can be loaded individually at runtime in 1.0. They can even be downloaded at runtime from a CMS and loaded.

edgy breach
neon smelt
#

@idle socket @edgy breach Hi! Nice to see you too Isaac!
Related to topic - and this is the problem. Unity already have good Addressables, which is simplified burden of many unnecessary asset bundles pipeline steps and evolving more convenient frontend. And now Unity again introduce another solution where everything should be build from scattered pieces. What the point of spreading multiple content delivery frontends? (as under the hood all of them still asset bundles I suppose?)

neon smelt
# edgy breach Hello Eizenhorn, nice to see you again. Here's the documentation on how you can ...

Yes technically it solves content loading for subscenes but again it requires just drop Addressables (or which is more common) support two systems here - as full DOTS projects still can have regular GO things like UI etc. and devs still will download themed skins for seasoned events, and as result is twice work - support regular addressables stuff for half of a game and Content Management API for rest of Entities stuff ๐Ÿ™‚

toxic gazelle
#

The content delivery system for entities can handle downloading of both binary data (entity scenes, etc) and unity object data (textures, materials, etc). It is intentionally a lower level system that future versions of Addressables will leverage. Many of the parts of addressables that have been stripped away for entities are the ones that should be straightforward for developers to implement (loading by strings, labels, and chaining downloads to loads). There can be quite a bit of overhead when addressables needs to chain together many operations in order to download dependencies and parse label queries.

#

Also game object based scenes can also be packaged and delivered via the entities content systems

thin leaf